Synthesizing transition textures on succession patterns

Yueh‐Yi Lai, Wen‐Kai Tai, C.-C. G. Chang, Chen-Duo Liu · 2005

Synthesizing transition textures on succession patterns for displaying visually acceptable terrain is essential to applications such as computer games. In this paper, we exploited the Game of Life model to simulate successions on terrain to show that a good-looking profile can appear quickly and easily. Based on the proposed modified patch-based sampling texture synthesis approach, the basic types of transition textures on a succession pattern can be well synthesized. This method first generates a well-shaped transition cut along the source texture. Next, the feature maps of the source texture and the target texture are used to determine complementary patches from the target texture that will fit well along the source's transition cut. As the experimental results show, only a few input textures are required by our approach to synthesize plenty of tileable transition textures which are useful for obtaining vivid terrain while consuming only a small amount of texture memory.

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